Lotto bingo game

ABSTRACT

A method and apparatus of playing a game of chance. The method includes the steps of providing a plurality of hoppers where each hopper of the plurality of hoppers contains a plurality of randomly selected equally weighted symbolic elements, providing a two-dimensional matrix having a plurality of spaces that corresponds to the plurality of hoppers and where each space of the plurality of spaces of the matrix is associated with a respective hopper of the plurality of hoppers, receiving a bet from a player that defines a physical relationship of predefined winning combinations with symbolic elements within the matrix, randomly selecting a symbolic element from each of the plurality of hoppers and displaying the randomly selected symbolic element in the associated space of the matrix and paying the player for each occurrence where the defined relationship of the bet matches the displayed elements in the two-dimensional matrix.

FIELD OF THE INVENTION

The field of the invention is directed to games and more particularly togames of chance used by the gaming industry.

BACKGROUND OF THE INVENTION

Many states sanction lottery games. Typically, a player picks a set ofnumbers and places a bet with an agent of the state lottery. Typically,the numbers are one or two digit numbers of any value from 0 to 9 or 00to 99. Different lottery games use different sets of numbers (e.g.,three, four, five, six, etc.) with proportionately higher odds given tothe larger range of numbers.

Periodically (e.g., daily, twice a week, once a week, etc.), a set ofwinning numbers is chosen by the state. The winning numbers aretypically generated by some type of random process to avoid theappearance of fraud. In most cases, winning numbers are generated byplacing perfectly balanced numbered balls into a series of hoppers. Whenthe hoppers are activated, the balls spin. Mechanical devices are usedto pick each winning number from the appropriate hoppers. The process israndom, every number having an equal chance to be drawn.

If at least some of the numbers picked by the player match the chosennumbers, then the player may win a sum of money. Typically the amount ofmoney won is determined by how many of the numbers picked by the playermatch the numbers chosen by the state.

Bets are often placed under a number of different formats. For example,in a pick 3 game (and in a straight bet) the three winning numbers mustappear exactly as shown in the bet in order for the player to win. In abox bet, the winning numbers may occur in any order and the player willwin. In a pair bet, if the pair of symbolic objects picked by the playeris included in the winning numbers in the same order as the bet, thenthe player wins.

While lotteries are well known and accepted by the general public, theyare not generally used in casinos for a number of reasons. One reasonhas to do with the slow turn-around time for identifying winning bets.

Another reason relates to the relatively low payout rates. Because ofthe low probability of winning, players are often forced to choosemultiple sets of number combinations for each drawing. Because of thewide acceptance of lottery, a need exists for a method of overcomingthese impediments to adapting lottery games to casino use by giving theplayer the opportunity to select numbers and play a combination of gameson a single playfield while winning a combination of ways with a singlewager and thereby increasing the player's odds of winning.

SUMMARY

A method and apparatus of playing a game of chance. The method includesthe steps of providing a plurality of hoppers where each hopper of theplurality of hoppers contains a plurality of randomly selected equallyweighted symbolic elements, providing a two-dimensional matrix having aplurality of spaces that corresponds to the plurality of hoppers andwhere each space of the plurality of spaces of the matrix is associatedwith a respective hopper of the plurality of hoppers, receiving a betfrom a player that defines a physical relationship of symbolic elementswithin the matrix, randomly selecting a symbolic element from each ofthe plurality of hoppers and displaying the randomly selected symbolicelement in the associated space of the matrix and paying the player foreach occurrence where the defined relationship of the bet matches thedisplayed elements in the two-dimensional matrix. The bet may occur as athree-step process. First the player, or at the player's option, thecomputer selects a set of bet symbolic elements. Second, the playermakes the wager, selects the number of credits, number of lines, etc.The computer may then identify a set of winning symbolic elements from apre-determined set of winning combinations.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of a game of chance under an illustratedembodiment of the invention;

FIG. 2 is a block diagram of the game of chance of FIG. 1 implemented asa video game;

FIG. 3 is an example of a number matrix that may be used by the games ofFIGS. 1 and 2 and

FIG. 4 is a further example of a number matrix that may be used by thegames of FIGS. 1 and 2.

DETAILED DESCRIPTION OF AN ILLUSTRATED EMBODIMENT

FIG. 1 is a simplified block diagram of a lottery-bingo game 10 inaccordance with an illustrated embodiment of the invention. Includedwithin the game 10 may be a two-dimensional matrix 12 that includes anumber of spaces 24. During play, a symbolic element 17 may be randomlyselected from each of the hoppers 14, 16 and delivered into acorresponding space of the matrix 12.

Bets (wagers) 22 may be placed by players 20 in accordance with aconcept called a “betting line” or “payout line”. In this regard, thegame 10 differs from the prior art in that betting formats (e.g.,straight bets, box bets, pair bets, etc.) are subsumed by the bettinglines. That is, a wager placed on a betting line is assumed to includeany previously recognized winning combination, plus additionalcombinations as desired (e.g., any pair in any order as “a boxed pair”,one match plus a wildcard element in any order, two matches plus awildcard element in any order) that can be formed from the numberschosen by the player.

According to the concepts of the game 10, the betting lines chosen bythe player provide a basis for defining a number of predeterminedphysical relationships among the symbolic elements within the matrix 12.The predetermined physical relationships together provide a comparisoncriteria 18 for identifying winning bets.

Bets are placed by the player 20 at the beginning of the game. Once abet 22 has been placed, the symbolic elements 17 are randomly selectedfrom each of the hoppers 14, 16 (in the case of the matrix 12 and spaces24, there are nine individual hoppers each containing the same number ofsymbolic elements) and displayed in the corresponding space of thematrix 12. Once the symbolic elements 17 are displayed, the physicalrelationship of the bet(s) 22 may be matched with the physicalrelationship of the symbolic elements 17 in the matrix 12 to determineif the player 20 has won.

The predetermined physical relationships of comparison criteria 18 for aparticular betting format may be provided in any of a number ofdifferent ways. In some embodiments described below, wildcard elementsmay be used to establish at least some of the physical relationshipsamong the symbolic elements.

In general, the predetermined physical relationships of winningcombinations under the criteria 18 may be based upon the number ofsymbolic elements in a row that are consistent with the bet, the numberin a column, the number on a diagonal or upon the contributions ofwildcard symbolic elements.

A payout to the player 20 may be based upon the number of combinations(matches) under the criteria 18. The payout may be determined bymultiplying the coins per line bet times the values of each winningcombination as found within a payout schedule 19 and then adding thewins per line.

The game 10 may be played under any of a number of different playformats. Under a first format, the functionality of the game 10 may beprovided by any combination of mechanical and/or electrical/electroniccomponents.

For example, the matrix 12 may be a three by three egg crate structurehaving nine spaces. Nine rotating hoppers 14, 16 may be provided whereeach hopper 14, 16 is connected to a respective space of the matrix 12.

Each of the rotating hoppers 14, 16 may have ten or more symbolicelements (e.g., numbered balls) inside. Rotation of the hoppers 14, 16insures a random distribution of the balls within the hoppers 14, 16.

After a player 20 has placed his bet (including a selection of bettinglines, a number combination and a bet amount), a gate in a tubeconnecting each hopper 14, 16 to its respective space within the matrix12 may be opened to allow one of the numbered balls to descend into itsspace within the matrix 12. A comparison may be made between thephysical location of the symbolic elements within the spaces of thematrix 12 and the bet under the criteria 18 and a payout may be madebased upon the payout schedule 19.

Under another format, the game 10 may be implemented as a video game. Inthis context, the rotating hoppers 14, 16 may be random numbergenerators and the matrix 12 may be provided on a display screen.Similarly, bets may be placed through an interactive screen and thecomparison with the predetermined comparison criteria 18 may beperformed by a matrix processor with the payout being determined basedon a payout schedule located within a memory of the video game (andavailable for the player to view).

FIG. 2 depicts the game 10 provided under the video game format (nowdesignated by reference number 50). As shown, the video game 50 mayinclude a player interface 52, a central processing unit 54 and a tokenprocessor 56. The token processor 56 may be a conventional billprocessor or credit card reader with the ability to dispense tokens.

The player interface 52 may be an interactive touch screen as shown inFIG. 2. Alternatively, a keyboard or other electromechanical devices maybe provided for entry of numbers selected by the player and for entry ofthe betting format.

In use, a player 20 may insert one or more tokens into the video game50. As each token is inserted into the game 50, the total tokens(credits) may be displayed on a token balance display 58.

Upon establishing credit with the game 50, the player 20 may select atype of game to play. Choices may be a pick 3 game (e.g., pick 3 numbersfor use with a 3×3 matrix), pick 4 numbers (for a 4×4 matrix), pick 5numbers (for a 5×5 matrix), etc.

The player 20 may enter 3 numbers (for a pick 3 game) through aninteractive window 56. Alternatively, the player 20 may activate aninstant pick softkey 86 to cause the computer to randomly select 3numbers via an additional set of random number generators. Upon entry ofthe third number, the player 20 may be asked to confirm proper entry ofthe 3 numbers (123) by activation of an ENTER softkey or touch screen.

Either before or after entry of the numbers, the player 20 may be askedto choose the number and location of a set of betting lines within abetting window. Softkeys may be provided for the identification ofbetting lines (e.g., rows, columns, diagonals). Once more, the player 20may be asked to activate a CONFIRM or PLAY softkey to confirm his betand to activate execution of the game 50.

Upon activating the CONFIRM or PLAY softkey, the CPU 54 may save asummary of the wager in a betting file 64 and transfer an identifier ofthe betting file 64 to a display processor 78. The betting file mayinclude the numbers picked 66, the game selected 69, the betting linesof the bet 70 and the betting amount 72.

In order to execute the bet, display processor 78 of the CPU 54 may nextassign a separate hopper (i.e., a random number generator 74, 76) toeach of the spaces in the matrix 68. In the case of a pick 3 game withnine spaces (labeled as 1-9 within the matrix 68 of FIG. 2), the CPU 54would assign a set of nine random number generators (RNGs) 74, 76 to thematrix 68 where each random number generator or hopper is associatedwith a specific space of the matrix (i.e., a first RNG 74, 76 may beassigned to the first space labeled “1” in the matrix 68, a second RNG74, 76 may be assigned to a second space labeled “2” and so on).

The random number generators 74, 76 may be programmed to randomlygenerate a symbolic element out of any sequence of symbolic elements.For example, the number range of 0-9 may define a set of symbolicelements that may be randomly identified by the respective random numbergenerators 74, 76. Alternatively, the number range of 0-9, plus awildcard element may define the set of 11 symbolic elements that arerandomly identified by the random number generator 74, 76.

Following assignment of a random number generator 74, 76 to each spacewithin the matrix 68, the display processor 78 may activate each randomnumber generator 74, 76 of the assigned set of random number generators74, 76. In response, each of the random number generators 74, 76randomly generates an identifier of a symbolic element from the set ofsymbolic elements. Once a randomly generated symbolic element has beengenerated, the display processor 78 may transfer a graphic display ofthe symbolic elements to the matrix 68 for display in the respectivespaces of the matrix 68.

The display processor 78 may also transfer the randomly generatedsymbolic elements (and a matrix destination address) to a matrixprocessor 80. In response, the matrix processor 80 may retrieve thebetting file 64 for a comparison of the bet with the winning numbersfrom the random number generators 74, 76 under the comparison criteria18.

In order to determine whether the player 20 has won, the matrixprocessor 80 may retrieve the numbers and the betting criteria picked byplayer 20, compare the numbers and criteria with the winning numbers andmay do so along a number of different axes within the two-dimensionalmatrix 68.

For example, FIG. 3 represents a matrix 68 of winning numbers. In thisexample, the center position of the matrix shows a circle with theletters “MB” inside (hereinafter referred to as a “MONEYBALL$”). Theterm MONEYBALL$ refers to a wildcard symbolic element.

Following the example above, it may be assumed that the player bet thenumber sequence “123”. It may be assumed that the player placed a bet onall eight betting lines.

In the example of FIG. 3, the matrix processor 80 would begin byprocessing the rows, columns and diagonals of the matrix 68 to identifymatches between each betting format and picked numbers. In the firstrow, the matrix processor 80 would find that the player 20 had wonbecause the numbers “123” appear as a winning combination (see row B inTable I). The matrix processor 80 would also find that the player 20 hadwon on the third column because the numbers “312” appear as a winningcombination (see row C in Table I). Similarly, the matrix processor 80would also find that the player 20 had won on the diagonal from theupper-left to the lower-right because the number 1 appears on theupper-left and the number 2 appears on the lower-right and theMONEYBALL$ is in the center as the winning combination (see D in TableI). A number of winning combinations (see H in Table I) are also presentin the example of FIG. 3. In total using the results in FIG. 3, theplayer would be awarded a payout of 93 times his per line wager.

In general, the matrix processor 80 processes eight different betting(pay) lines. As used herein, a betting line is a linear array of spaceswithin the matrix 12. In this case, there are three rows, three columnsand two diagonals, which add up to eight different betting lines onwhich a payout is possible.

Upon determining the number of winning combinations, the matrixprocessor 80 may transfer an identifier of the bet format of eachwinning combination to a payment processor 84. The payment processor 84may retrieve the bet amount placed by the player 20 and multiply the betamount by a pay out factor under the bet format retrieved from a pay outschedule 82 to arrive at a pay out amount for each winning combination.The pay out processor 84 may then sum the pay out amount for eachwinning combination on each betting line and transfer the sum to thetoken processor 56 to dispense the winning amount to the player 20. Itshould be noted that the Moneyball$ may be used as a wildcard asdepicted or it may be used as an element or series of elements thatallow the player to enter a bonus round.

A comparison of odds will now be offered between a prior art statelottery Pick-3 game and the game 50 described above. Each Example showsa player picking a 3 number set (i.e., 123). In a state lottery, aplayer would have to place 5 separate bets to cover all possiblecombinations of his number (123). The betting format would include a“123” straight bet, a “123” box bet, a “12x” first pair bet, a “1×3”split pair bet and a “x23” back pair bet.

Assuming a player makes all 5 bets for the same game, he still has onlya 3.3% chance of winning, using all 5 bets. One of the followingcombination of numbers would have to be drawn for a player to win on anyof his wagers: 123, 132, 213, 231, 312, 321, 120, 121, 122, 124, 125,126, 127, 128, 129, 103, 113, 133, 143, 153, 163, 173, 183, 193, 023,223, 323, 423, 523, 623, 723, 823, 923. If a player were to make just 1wager, the best odds of winning would be 1% on a Pair Bet.

Now consider the situation of the game 10, 50 using a 3×3 matrix 68 andthe player plays the same 3 numbers (i.e., 123). In this case, a playerwins if he matches any 2 or more numbers selected by the game 50. It maybe noted that the Moneyball$ is used as a wildcard and thus matches anynumber.

In this example, it can be shown that a 3 number combination (where eachnumber may assume 11 different values) has 1331 possible numbercombinations. It may also be shown that out of a possible 1331 differentnumber combinations that can be drawn in this example, a player wouldwin on 334 of those drawings; that is, over 25% of the time compared to1% in a state lottery. Table I summarizes the odds associated with asingle line. TABLE I Possible COMBINATION POSSIBILITY PERCENT RATIOPayouts A) 3 1 0.00075131 1:1331 50:1 MONEYBALLS$ B) 3 matches in 10.00075131 1:1331 50:1 order C) 3 matches out 5 0.00375657 1:266.20025:1 of order D) 2 matches + 1 18 0.01352367 1:73.944 15:1 MONEYBALL$ E)1 match + 2 9 0.00676183 1:147.889 10:1 MONEYBALL$ F) 0 matches + 2 210.01577761 1:63.381  5:1 MONEYBALL$ G) 2 matches + 0 144 0.108189331:9.243  3:1 MONEYBALL$ H) 1 match + 1 135 0.10142750 1:9.859  1:1MONEYBALL$ TOTAL (Any win) 334 0.25093913 1:3.985 94.44% payback

In addition, if the analysis of the 3×3 matrix is extended to cover(i.e., the player 20 bets on) all 8 betting lines, then the 1331possible outcomes of each betting line would amount to 2,357,947,691possible number combinations over the 8 betting lines. Out of2,357,947,691 possible outcomes, a player would win at least once ineach of 1,807,390,506 combinations, giving the player an over 76% chanceof winning compared to 3.3% in a State Lottery.

In another illustrated embodiment (FIG. 4), the concepts of theabove-described game are extended to a five-by-five matrix with a freespace in the center. The free space of the game of FIG. 4 differs fromthe Moneyball$ in that the free space at the center of FIG. 4 is notrandomly chosen and, in fact, is always a free space.

The game of FIG. 4 would proceed substantially as described above. Theplayer 20 may select betting lines and a bet amount. The player 20 mayselect a set of bet numbers (e.g., 12345) or allow the computer toselect the bet numbers. Once the player 20 has placed his bet, thecomputer would select the random numbers for display in the matrix ofFIG. 4.

The matrix processor 80 may then determine a value of the win. In thisregard, Tables II and III represent a predetermined winning chart thatprovides the odds of winning and potential payouts.

In the example of FIG. 4, the matrix processor 80 would begin byprocessing the rows, columns and diagonals of the matrix 68 to identifymatches between each betting format and picked numbers. In the firstrow, the matrix processor 80 would find that the player 20 had wonbecause the numbers “12345” appear as a winning combination of “5000:1”(see row B in Table II). The matrix processor 80 would also find thatthe player 20 had won on the fifth column because the numbers “50234appear as a winning combination of “5:1” (see row F in Table II).Similarly, the matrix processor 80 would also find that the player 20had a winning combination of “5:1”on the diagonal 1 from the upper-leftto the lower-right because the numbers “13fs$4” appear along the payline, (see D in Table III). A number of other winning combinations arealso present in the example of FIG. 4 (Row 4 & Column 2: see G in TableII) a winning combination of “2:1”, (Row 5: see J in Table II),(Column1: see I in Table II), (Row 3: see I in Table III), (Column 3 & Diagonal2: see G in Table III) all for winning combinations of “1:1”. In totalusing the results in FIG. 4, the player would be awarded a payout of5019 times his per line wager.

In general, the matrix processor 80 processes twelve different betting(pay) lines. As used herein, a betting line is a linear array of spaceswithin the matrix 12. In this case, there are five rows, five columnsand two diagonals, which add up to twelve different betting lines onwhich a payout is possible. TABLE II COMBINATION 161051 5 × 5 rows 1, 2,4 & 5 # of Possible columns 1, 2, 4 & 5 combinations PERCENT RATIOPayouts A) 5 MONEYBALL$ 1 0.00000621 1:161051 5000:1   B) 5 matches inorder 1 0.00000621 1:161051 5000:1   C) 5 matches out of order 1190.00073890 1:1353.37 75:1  D) 5 mix matches & Moneyball$ 1425 0.008848131:113.018 25:1  E) 4 MONEYBALL$ 25 0.00015523 1:6442.040 25:1  F) 4matches in any order 4200 0.02607870 1:38.345 5:1 G) 4 mix matches &Moneyball$ 11950 0.07420010 1:13.477 2:1 H) 3 MONEYBALL$ 250 0.001552301:644.204 1:1 I) 3 matches in any order 25500 0.15833494 1:6.316 1:1 J)3 mix matches & Moneyball$ 26250 0.16299185 1:6.135 1:1 TOTAL (Any win)69721 0.43291256 1:2.31 94.4266% payback

TABLE III COMBINATION 14641 Row 3 column 3 diagonals 1 & 2 Free # ofPossible Space Plus combinations PERCENT RATIO Payouts A) 4 1 0.000068301:14641 500:1  MONEYBALL$ B) 4 matches 1 0.00006830 1:14641 500:1  inorder C) 4 matches out of 119 0.00812786 1:123.034 10:1  order D) 4 mixmatches & 380 0.02595451 1:38.529 5:1 Moneyball$ E) 3 20 0.001366031:732.05 5:1 MONEYBALL$ F) 3 matches in any 1560 0.10655010 1:9.385 1:1order G) 3 mix matches & 1770 0.12089338 1:8.272 1:1 Moneyball$ H) 2 1500.01024520 1:97.607 1:1 MONEYBALL$ I) 2 matches in any 4340 0.296427851:3.374 1:1 order J) 2 mix matches & 1820 0.12430845 1:8.045 1:1Moneyball$ TOTAL (Any win) 10161 0.69400996 1:1.441 94.4608% payback

In general, the game 10, 50 differs from state lotteries in that itinvolves a two dimensional array of winning numbers. The game 10, 50differs from bingo in that the player 20 can pick his own combination ofnumbers.

A specific embodiment of a game of chance has been described for thepurpose of illustrating the manner in which the invention is made andused. It should be understood that the implementation of othervariations and modifications of the invention and its various aspectswill be apparent to one skilled in the art, and that the invention isnot limited by the specific embodiments described. Therefore, it iscontemplated to cover the present invention and any and allmodifications, variations, or equivalents that fall within the truespirit and scope of the basic underlying principles disclosed andclaimed herein.

1. A game of chance comprising the steps of: providing a plurality ofhoppers where each hopper of the plurality of hoppers contains aplurality of equally weighted randomly selected symbolic elements;providing a two-dimensional matrix having a plurality of spaces thatcorresponds to the plurality of hoppers and where each space of theplurality of spaces of the matrix is associated with a respective hopperof the plurality of hoppers; receiving a bet from a player that definesa physical relationship of symbolic elements within the matrix; randomlyselecting a symbolic element from each of the plurality of hoppers anddisplaying the randomly selected symbolic element in the associatedspace of the matrix; and paying the player for each occurrence where thedefined relationship of the bet matches the displayed elements in thetwo-dimensional matrix.
 2. The game of chance of claim 1 furthercomprising defining the symbolic elements as spherical balls.
 3. Thegame of chance of claim 2 wherein the step of randomly selecting thesymbolic elements further comprises rotating each of the plurality ofhoppers to randomize the plurality of balls within each hopper.
 4. Thegame of chance of claim 1 further comprising a programmed computer videogame.
 5. The game of chance of claim 4 wherein the plurality of hoppersfurther comprises a corresponding plurality of random number generatorsthat randomly generate identifiers of the plurality of symbolicelements.
 6. The game of chance of claim 5 further comprising definingthe plurality of symbolic elements as numbers from 0 to
 9. 7. The gameof chance of claim 6 wherein the symbolic elements further comprise awildcard.
 8. The game of chance of claim 5 wherein the step of randomlyselecting a symbolic element further comprises activating a randomnumber generator of the plurality of random number generators.
 9. Thegame of chance of claim 1 further comprising defining a plurality ofbetting lines within the two-dimensional matrix where each betting linefurther comprises a linear array of spaces of the matrix.
 10. The gameof chance of claim 9 wherein the step of paying the player furthercomprises comparing the defined physical relationship of pre-definedwinning combinations with the randomly selected symbolic elements withinat least some betting lines of the plurality of betting lines.
 11. Thegame of chance of claim 10 wherein the defined physical relationshipfurther comprises a predefined sequence of symbolic elements within abetting line of the plurality of betting lines.
 12. The game of chanceof claim 11 wherein the predefined sequence further comprises at leastone of the group consisting of a straight bet, a pair bet, a boxed pairand a box bet or any combination of wins displayed in a predeterminedwinning chart.
 13. A game of chance comprising: a plurality of hopperswhere each hopper of the plurality of hoppers contains a plurality ofrandomly selected equally weighted symbolic elements; a two-dimensionalmatrix having a plurality of spaces that corresponds to the plurality ofhoppers and where each space of the plurality of spaces of the matrix isassociated with a respective hopper of the plurality of hoppers; aninput device adapted to receive a bet from a player that defines aphysical relationship of symbolic elements within the matrix; means forrandomly selecting a symbolic element from each of the plurality ofhoppers and displaying the randomly selected symbolic element in theassociated space of the matrix; and means for paying the player for eachoccurrence where the defined relationship of the bet matches thedisplayed elements in the two-dimensional matrix.
 14. The game of chanceof claim 13 further comprising defining the symbolic elements asspherical balls.
 15. The game of chance of claim 15 wherein the meansfor randomly selecting the symbolic elements further comprises means forrotating each of the plurality of hoppers to randomize the plurality ofballs within each hopper.
 16. The game of chance of claim 13 furthercomprising a programmed computer video game.
 17. The game of chance ofclaim 16 wherein the plurality of hoppers further comprises acorresponding plurality of random number generators that randomlygenerate identifiers of the plurality of symbolic elements.
 18. The gameof chance of claim 17 further comprising defining the plurality ofsymbolic elements as numbers from 0 to
 9. 19. The game of chance ofclaim 18 wherein the symbolic elements further comprise a wildcard. 20.The game of chance of claim 17 wherein the means for randomly selectinga symbolic element further comprises means for activating a randomnumber generator of the plurality of random number generators.
 21. Thegame of chance of claim 13 further comprising defining a plurality ofbetting lines within the two-dimensional matrix where each betting linefurther comprises a linear array of spaces of the matrix.
 22. The gameof chance of claim 21 wherein the means for paying the player furthercomprises means for comparing the defined physical relationship ofpre-defined winning combinations with the randomly selected symbolicelement within at least some betting lines of the plurality of bettinglines.
 23. The game of chance of claim 22 wherein the defined physicalrelationship further comprises a predefined sequence of symbolicelements within a betting line of the plurality of betting lines. 24.The game of chance of claim 23 wherein the predefined sequence furthercomprises at least one of the group consisting of a straight bet, a pairbet, a boxed pair and a box bet or any combination of wins displayed ina predetermined winning chart.
 25. A programmed computer game of chance,such method implemented by the programmed computer to effect thefollowing steps: the programmed computer providing a betting matrixhaving a plurality of rows and a plurality of columns, where each spacein the matrix has a plurality of symbols associated with the space andwhere the plurality of symbols of each space are all different; theprogrammed computer receiving a bet from a player based upon aparticular combination of symbols appearing among the spaces within thematrix; the programmed computer randomly selecting and displaying asymbol of the plurality of symbols associated with each space of thematrix for each space of the matrix; the programmed computer searchingthe matrix along a plurality of axes for the presence of the combinationof symbols of the received bet; and the programmed computer paying theplayer when the plurality of symbols displayed within the matrix along asearched axis match the bet placed by the player with any combination ofwins displayed in a predetermined winning chart.
 26. The programmedcomputer game of chance as in claim 25 wherein the matrix furthercomprises three rows and three columns of spaces.
 27. The programmedcomputer game of chance as in claim 25 wherein the matrix furthercomprises five rows and five columns of spaces.
 28. The programmedcomputer game of chance as in claim 27 wherein the five rows and columnsof spaces of the matrix further comprises a free space symbol at acenter of the matrix.
 29. The programmed computer game of chance as inclaim 25 wherein the plurality of symbols further comprises numbers zeroto nine.
 30. The programmed computer game of chance as in claim 25wherein the plurality of symbols further comprise a wildcard symbol. 31.The programmed computer game of chance as in claim 25 wherein theplurality of axes further comprise vertical, horizontal and diagonalaxes.
 32. The programmed computer game of chance as in claim 25 furthercomprising receiving a plurality of bets from the player.
 33. Theprogrammed computer game of chance as in claim 32 wherein the pluralityof bets further comprises a bet selected from the group consisting of astraight bet, a box bet, a pair bet or any combination of wins displayedin a predetermined winning chart.
 34. The programmed computer game ofchance as in claim 32 further comprising paying the player for eachmatched combination of the plurality of bets.